Game Basics


The universe is not what it once was. Governments have collapsed, culture and other advances have been undermined by universal war. Some planets have joined into loose alliances, though not quite a government. But you must attempt to restore peace and order. Some areas are still wild and lawless, where only the brave venture.

Fortunes can be made. 

Worlds can be conquered.

Empires will be formed.


Your Ship

You come into (inherited) a small trader, known universally as the Deocron 50.  It was once the staple of trade within a solar system, but most systems no longer have 2 planets capable of trade, let alone anything worth trading for, or ways to pay for other worldly goods. Something even as simple as food or water can be hard to find in some places these days. Taking your family’s small collection of interstellar credits, you set out to restore the wealth and fame of your ancestors.

Slow, lightly armed and armored, only the fool-hearty set out beyond their star system, and what little protection is left from the previously all-powerful Triarian Guard, in a Deocron 50 in search of wealth and fortune. 

Although you start with one ship, and can do quite well with a single ship, owning a fleet of ships is the surest way to riches and fame.


Ship Basics

Ship Components:


Size 

The size of the ship is the total volume the ship hull represents. This includes space for engines, scanners, shield generators, cargo, and weapons.. 

Hull Strength

The strength of a hull (or hull integrity points) is the amount of damage a hull can sustain, before losing pressure, or incapable of supporting the thrust of an engine. When hull strength reaches 0, the ship must be abandoned.

Gun Mounts

A ship only has so much surface area and places for weapons. Gun mounts can be fitted as the owner wishes, but a ships number of weapons cannot exceed its gun mounts.

Cargo Space

Cargo Space is that space that’s left over after ship components are fitted. This is the space that can be used to haul commodities, or items such as missiles.

Engines

Engines have 2 main components: top speed, and thrust generated. Thrust determines how fast the ship accelerates to its top speed.

Acceleration depends upon the mass of the ship. The total weight of the hull (hull integrity points, and size) plus gun mounts and cargo carried determine the acceleration of a ship. An empty freighter will accelerate much faster then a freighter completely filled with water, for example.

Scanners

Scanners allow you to see what is around you, for a given range. Only suns are visible outside of scanner range. Scanners have 2 main factors: range, and quality. The better the quality, the higher the probability you can obtain details about other ships, and see planets farther away.

Shield Generators

Before a ship’s hull integrity takes a hit, shields first take the blows from weapons. Shield generators have 2 characteristics: total shielding points, and regeneration rate. The shielding points divided by the size of the ship (including gun mounts) determines the number of points of damage a shield can withstand before the hull is effected. Regeneration is the number of shield points the generator can restore in a specified amount of time.

Mining, refining, and collection units

Certain ships are outfitted with units capable of collecting resources from an uninhabited planet. Very large and slow, these ships can generate wealth from from collecting unrefined resources and then selling them to an inhabited planet in need of what you have to sell.


Types of Ships

Freighters

Freighters are the backbone of intergalactic travel, moving large quantities of valuable goods between planets.

Typical freighters carry enough weapons to hold off small attackers. Defense is the primary goal, and getting to help is their best bet of survival in a fight.

Although their engines are huge, most freighters are quite sluggish when fully loaded.

Warships

As the name implies, the purpose behind this class of ship is making war on other ships.

They can be instructed to perform a variety of roles, such as protecting a given ship, patrolling an area of space, and attacking those that come in scanner range.

They can of course be used as a raider to attack others.

Typically possessing little or no cargo space, what cargo space that is available is typically filled with munitions, and other items to carry out a military task. 

Mining, refining, and collection ships

These ships are massive, slow, very rarely armed, and typically carry small shield generators.

Used to gather the raw resources of another planet, this class of ship simply orbits the planet, and lets the collection system and its crew do the work. Once the cargo holds are full, they then (slowly) set out to sell their goods at a population center in need.


Ship Weapons

Ship weapons can be broken down into 3 categories:

Beam, and Energy

These are direct shot weapons. 

Key characteristics:
Time to charge
Limited range
Accuracy rating based on type, and tech level
Damage depends on type, and tech level. Damage to structures and shields vary from weapon to weapon.
As long as the ship’s hull has integrity, the ships power system is sufficient to power the weapon.

Missile and Torpedo Systems

Missiles and torpedoes are guided devices launched from a tube.
All are homing weapons... which means once launched, they self-arm and pursue the target. They cannot be recalled once launched.
A missile tube is relatively inexpensive. Missiles and torpedoes vary in cost and abilities.
A missile or torpedo takes up cargo space. A ship can only carry a limited number of them, and when out of ammunition the tube is now useless.
They do not have a range limit, they do however have a flight time, and a top speed. 

Damage to shields and hull vary upon the type.
Some have special purposes, specifically designed to damage certain ship components (engines, shield generators, scanners, and weapons systems)
Unlike beam weapons, they can be countered by defense systems (see below)

Their reload rate is considerably slower then the recharge time of beam and energy weapons.

Helpful hint:
Missiles and torpedoes can function as OTH (over the horizon) weapons. That is to say, the intended target does not have to be in scanner range of the launching ship, but has to be in scanner range of at least one of your ships.

Example, you have 2 ships, A and B, the opposing ship C, is in the scanner range of ship B.

B is in the middle. C, the enemy ship is in scanner range of B.  A is well out of scanner range of both B, and enemy C.

A can launch at C, using targeting data from your ship B, and never have to actually be in scanner range of the enemy directly.

Inbound Defense Systems

Inbound Defense Systems (IDS) are intense, short range weaponry designed to destroy inbound missiles. They can also be used against other ships that happen to be very, very close by.

IDS do not have a recharge rate, and the probability they will destroy an inbound is dependent upon the IDS’s tech level, and that of the inbound.  Like all arms races, as technology improves, missile and torpedo manufacture strive to outsmart IDS, and likewise IDS designers strive to outsmart the inbound system designers.  The balance between tech levels increases and decreases the odds of effectiveness of this system.



Some common ways of earning credits in the universe:

Trading: 
Using the cargo space of your ship to buy goods at a low price, and sell them at a higher price at some other planet.

Mining, Refining, and harvesting an unpopulated planet:
Requiring specialized ships, you can collect resources from a planet, turn them into sellable commodities and sell them at a populated planet.

Collecting Bounties:
There's plenty of bad guys in the world, and then there are some people that just aren't liked. Planetary governments place bounties, and other players wanting someone gone can place bounties too. Check out who has a price on their head by clicking the bounties tab under "News".

Marauding, Pirating, Privateering, and the like:
Think you can take out a ship? Don’t think anyone will notice? Commandeer the thing, tow it’s battered hulk to a planet and sell it.


The Universe:

Star Systems

Star systems are a collection of solar systems, centered on a point.  Most ships are built to travel within a star system. Travel to other star systems is possible, but will take a long time.

Solar Systems

Solar systems are a sun and a number of planets orbiting that sun. 

Suns

Suns are the center of each solar system, and are the only objects visible outside of scanner range.

Planets

Types:

Terrain

Much like the fabled earth, most of this class are readily habitable. Most also contain the resources necessary to sustain human life. Some are used up shells, with little or no resources left, and naturally (and not so naturally) poisonous atmospheres.

Rock

As the name states, this class of planet is predominantly rocks with little or no water or plant life.  Some are habitable... just barely.  Often colonized as mining colonies for the extraction and refinement of metallic alloys.

Aquatic

As the name implies, these planets are mostly water on the surface, with little or no landmass. Some are habitable with abundant resources of water, and sometimes plant life that can be readily processed into an abundant food source. Often lacking metals of quantities sufficient to support a culture for long.

Gas Giant

Typically large balls of gas (failed stars?) incapable of supporting human life, but often have resources available for extraction.

Ice Planet

Too far from the sun, or surrounding a weak star, these planets often lack an atmosphere capable of supporting life. They occasionally will have plant life, organic compounds, and some mineral resources.

Barren

Just what the name says. Few if any resources to rely on, often just barely capable of supporting human life. However, some groups have made these planets there refuge of last resort, buying what they need to sustain life from passing ships with things to sell.

Desert

Usually lacking usable quantities of water and plant life, this class of planet often has metallic alloys in large quantities and will occasionally have organic compounds from previous geological ages available.

Planet Tech Levels

A planet’s ability to produce for itself, and produce items for trade, is dependent upon the level of technology that the planet has obtained. 

As a rule of thumb:  Inhabited planets below tech level 5 are incapable of space flight, cannot produce goods suitable for interstellar trade, and do not recognize galactic credits.

Tech Level 5 and above, is capable of space flight, typically willing to trade, and will often sell items other then commodities, such as ships and ship upgrades.

Law Abiding Communities

The intergalactic guide has provided an evaluation of each planet’s government, and its desire to enforce law and order.

A Negative Rating indicates very little law and order or a corrupt government. Each man for himself mentality exists, and it is highly recommended that traders travel to these systems well armed, ready for trouble, and keep an eye out for theft or inferior goods.

Population, and Economy of a Planet

A planet that has a population and a tech level of five or greater, is capable of trade and will offer a variety of items for sale.

A planet will sell an item:
If it has the raw resources available to make the item
If its facilities to produce the item are greater then the needs of the population
Price they are willing to sell the item for decreases as the surplus of the item increases

A planet will buy an item:
If it lacks it as a resource
If its ability to produce the item falls short of the needs of the population
The price they are willing to pay for an item increases as the unmet need for the item increases
Once they have acquired an approximate 30 day supply of a commodity, they will not buy more until they need it

Summary of Commodities:

Water
Food
Organic Compounds
Medical Supplies 
Metallic Alloys
Consumer goods
Passengers
Military Units